It has been generally recognized that students face difficulties in solving daily problems involving percentages. This study was conducted to test the effect of the use of Quizizz-based gamification in improving the skills of students, especially in problems involving converting mixed numbers to percentages and vice versa. A total number of 40 Year 5 Ken students were selected as the treatment group while 37 students from 5 Qin were used as the control group. Both classes are from Sekolah Jenis Kebangsaan Cina Chong Cheng, which is the largest primary school in Penang. Preliminary tests for both classes were conducted. An intervention involving a gamification approach through the Quizizz-based gamification was conducted. Final tests for the same topic were conducted after the gamification approach and the conventional approach were conducted for both classes. Through this study, it was found that students from the treatment group who used the Quizizz-based gamification approach have shown significant improvement in the skills of converting fractions to percentages and vice versa.
Visual Arts Education (PSV) is a familiar topic at both the primary and secondary school levels. This course becomes one of the most crucial electives for helping students achieve their best degree of creativity. This study was done to assess the efficacy of inquiry-based learning (IBL) in the development of artworks utilising dry media. The choice of dry media was based on its extensive use in primary school art creation. In the study done by the researcher, a total of 25 respondents comprised of second-year students were chosen at random. This research collects both quantitative and qualitative data. This study's assessment tool was comprised of questionnaires and document analysis from respondents. In conclusion, the IBL strategy is believed to boost students' level of comprehension and motivation when producing Visual Arts Education (PSV) artworks utilising dry media.
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